Physiologic Responses and Energy Expenditure of Kinect Active Video Game Play in Schoolchildren | Lifestyle Behaviors | JAMA Pediatrics | JAMA Network
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Nov 2012

Physiologic Responses and Energy Expenditure of Kinect Active Video Game Play in Schoolchildren

Author Affiliations

Author Affiliation: Department of Clinical Science, University of Chester, Chester, England.

Arch Pediatr Adolesc Med. 2012;166(11):1005-1009. doi:10.1001/archpediatrics.2012.1271

Objective To evaluate the physiologic responses and energy expenditure of active video gaming using Kinect for the Xbox 360.

Design Comparison study.

Setting Kirkby Sports College Centre for Learning, Liverpool, England.

Participants Eighteen schoolchildren (10 boys and 8 girls) aged 11 to 15 years.

Main Exposure A comparison of a traditional sedentary video game and 2 Kinect activity-promoting video games, Dance Central and Kinect Sports Boxing, each played for 15 minutes. Physiologic responses and energy expenditure were measured using a metabolic analyzer.

Main Outcome Measures Heart rate, oxygen uptake, and energy expenditure.

Results Heart rate, oxygen uptake, and energy expenditure were considerably higher (P < .05) during activity-promoting video game play compared with rest and sedentary video game play. The mean (SD) corresponding oxygen uptake values for the sedentary, dance, and boxing video games were 6.1 (1.3), 12.8 (3.3), and 17.7 (5.1) mL · min–1 · kg–1, respectively. Energy expenditures were 1.5 (0.3), 3.0 (1.0), and 4.4 (1.6) kcal · min–1, respectively.

Conclusions Dance Central and Kinect Sports Boxing increased energy expenditure by 150% and 263%, respectively, above resting values and were 103% and 194% higher than traditional video gaming. This equates to an increased energy expenditure of up to 172 kcal · h–1 compared with traditional sedentary video game play. Played regularly, active gaming using Kinect for the Xbox 360 could prove to be an effective means for increasing physical activity and energy expenditure in children.